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Author Topic: Soap Fortress  (Read 4462 times)

Reelyanoob

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Re: Soap Fortress
« Reply #15 on: May 26, 2011, 01:48:49 am »

[PRODUCT:100:1:BOULDER:NONE:CREATURE_MAT:DRAGON:SOAP]

Desccription:

[PRODUCT:<chance>:<amount>:<item_type>:<item_sub_type>:<material>:<material_subtype>]

You change the <item_type>:<item_sub_type> to be the type of furniture/ object to create. This wiki page has a huge list of possible reaction products.

Here's a partial list from the wiki, substitute CREATURE_MAT:DRAGON:SOAP for METAL:GOLD, or you can use "GET_MATERIAL_FROM_REAGENT:soap:NONE" to have it take real soap (use the first reaction from page 1 of this thread, change just the BOULDER:NONE to one of the other items below, e.g "DOOR:NONE")


[PRODUCT:100:1:DOOR:NONE:METAL:GOLD]
[PRODUCT:100:1:CHAIR:NONE:METAL:GOLD]
[PRODUCT:100:1:TABLE:NONE:METAL:GOLD]
[PRODUCT:100:2:BOX:NO_SUBTYPE:METAL:GOLD]
[PRODUCT:100:2:CABINET:NONE:METAL:GOLD]
[PRODUCT:100:1:BED:NONE:METAL:GOLD]
[PRODUCT:100:1:ARMORSTAND:NONE:METAL:GOLD]
[PRODUCT:100:1:WEAPONRACK:NONE:METAL:GOLD]
[PRODUCT:100:1:STATUE:NO_SUBTYPE:METAL:ADAMANTINE]



« Last Edit: May 26, 2011, 02:05:56 am by Reelyanoob »
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GreatWyrmGold

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Re: Soap Fortress
« Reply #16 on: May 28, 2011, 11:33:51 am »

The same reagent as in the first reaction I posted, just swap out the product line for one of the others.

Here's a version with no reagent, so you can see the difference:

[REACTION:MAKE_DRAGON_SOAP_BOULDER]
   [NAME:make dragon soap boulder]
   [BUILDING:SOAP_MAKER:CUSTOM_D]
   [PRODUCT:100:1:BOULDER:NONE:CREATURE_MAT:DRAGON:SOAP]
   [SKILL:SOAP_MAKING]
Oh, I missed the first, full reaction.

Just as a final check: There is no way to mod soap to be built into furniture directly?

Nope. You must make it into a boulder or log first, then furniture. There is no other way of doing it, without making direct soap to furniture type reactions. D:
Hm...
How would you make a "create soap ingot" type of reaction? Is it possible?
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Re: Soap Fortress
« Reply #17 on: May 28, 2011, 12:52:20 pm »

Yeah, but first you need to make a metal named "soap".
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clockwork

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Re: Soap Fortress
« Reply #18 on: May 28, 2011, 03:35:15 pm »

"Bembol, hand me a shirt, I need a wash!" takes shirt "I pressed the rocknuts for this myself!"

Can anyone figure out how to make a scrub rag made from soap, and get a dwarf to use it instead of soap? Or is that shtuff hardcoded? I'm no scientist. :P
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GreatWyrmGold

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Re: Soap Fortress
« Reply #19 on: May 28, 2011, 06:32:08 pm »

Hmm...Question: Is it possible to make soap forgeable into weapons and armor? Making a metal called "soap" seems less-than-ideal...I want to know if my *soap axe* is a *cat soap axe* or a *giant eagle soap axe*.
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Trapezohedron

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Re: Soap Fortress
« Reply #20 on: May 28, 2011, 07:33:25 pm »

Hmm...Question: Is it possible to make soap forgeable into weapons and armor? Making a metal called "soap" seems less-than-ideal...I want to know if my *soap axe* is a *cat soap axe* or a *giant eagle soap axe*.

If I remember correctly, there's a material definition of soap in the raws. Try adding the [ITEMS_XXX] tags into the soap definition. To make it easier, you might as well copy those types of tags from the metal definition in the raws.

Side effect is that soap won't be used properly and maybe all kinds of soap is now forgable.
There might be a way to circumvent it though. Try making a duplicate of the soap definition.
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GreatWyrmGold

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Re: Soap Fortress
« Reply #21 on: May 28, 2011, 07:44:24 pm »

Hmm...Question: Is it possible to make soap forgeable into weapons and armor? Making a metal called "soap" seems less-than-ideal...I want to know if my *soap axe* is a *cat soap axe* or a *giant eagle soap axe*.

If I remember correctly, there's a material definition of soap in the raws. Try adding the [ITEMS_XXX] tags into the soap definition. To make it easier, you might as well copy those types of tags from the metal definition in the raws.

Side effect is that soap won't be used properly and maybe all kinds of soap is now forgable.
There might be a way to circumvent it though. Try making a duplicate of the soap definition.
I'm fine with all kinds being forgeable, but the making-soap-useless...not so "yay"ey.

Also: Any way to make, say, the leather "x soap leather" instead of "x soap"?
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TheIcelandicManiac

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Re: Soap Fortress
« Reply #22 on: May 28, 2011, 07:49:11 pm »

Make Soap Ingots
This is a soap sword. All craftdwarfship is of the highest quality. It is bound with hanging rings of soap, and menaces with spikes of soap. On the item is an image of dwarves and soap in soap. The soap is laughing. The dwarves are cowering. It relates to the rise of soap in Hospitaldirt

!!Best quote ever!!
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Trapezohedron

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Re: Soap Fortress
« Reply #23 on: May 28, 2011, 11:15:54 pm »

Hmm...Question: Is it possible to make soap forgeable into weapons and armor? Making a metal called "soap" seems less-than-ideal...I want to know if my *soap axe* is a *cat soap axe* or a *giant eagle soap axe*.

If I remember correctly, there's a material definition of soap in the raws. Try adding the [ITEMS_XXX] tags into the soap definition. To make it easier, you might as well copy those types of tags from the metal definition in the raws.

Side effect is that soap won't be used properly and maybe all kinds of soap is now forgable.
There might be a way to circumvent it though. Try making a duplicate of the soap definition.
I'm fine with all kinds being forgeable, but the making-soap-useless...not so "yay"ey.

Also: Any way to make, say, the leather "x soap leather" instead of "x soap"?

I don't know, maybe change the names of soap into soap leather, but it's most certainly not what you're looking for. D:
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Reelyanoob

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Re: Soap Fortress
« Reply #24 on: May 29, 2011, 12:29:19 am »

If you really want to make it called soap leather these are the steps:

in b_detail_plan_default.txt :

- Add this line to both STANDARD_MATERIALS and CHITIN_MATERIALS :

   [ADD_MATERIAL:SOAP_LEATHER:SOAP_LEATHER_TEMPLATE]

- go to file material_template_default.txt
- copy SOAP_TEMPLATE as SOAP_LEATHER_TEMPLATE and change names as needed

Now, there's two possible ways to do this:

1. add this line to regular SOAPs material template:

   [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:SOAP_LEATHER]

which will make it an Automatic reaction, unfortunately.

2. A custom reaction to turn the SOAP into SOAP_LEATHER might be preferable

Haven't tested this procedure, but it should work!

(AN Alternate method might be to create a special type of armor with the text name "leather armor" and a custom reaction which only accepts SOAP as the material.)

   
« Last Edit: May 29, 2011, 12:35:34 am by Reelyanoob »
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Trapezohedron

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Re: Soap Fortress
« Reply #25 on: May 29, 2011, 01:13:35 am »

If you really want to make it called soap leather these are the steps:

in b_detail_plan_default.txt :

- Add this line to both STANDARD_MATERIALS and CHITIN_MATERIALS :

   [ADD_MATERIAL:SOAP_LEATHER:SOAP_LEATHER_TEMPLATE]

- go to file material_template_default.txt
- copy SOAP_TEMPLATE as SOAP_LEATHER_TEMPLATE and change names as needed

Now, there's two possible ways to do this:

1. add this line to regular SOAPs material template:

   [MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:SOAP_LEATHER]

which will make it an Automatic reaction, unfortunately.

2. A custom reaction to turn the SOAP into SOAP_LEATHER might be preferable

Haven't tested this procedure, but it should work!

(AN Alternate method might be to create a special type of armor with the text name "leather armor" and a custom reaction which only accepts SOAP as the material.)

 

While your primary method (soap leather) is very, very nice, the problem is that he might not want to butcher soap from a corpse. Also, it might be nice if the soap material itself can be 'tanned' to make leather. Curse it! I misunderstood the first method, and yes, it will work in theory. (I'll try doing this one.)

As for the second one, if he adds those items into an entity and allows construction of the 'leather' armor, worldgen kobolds (or thieves) might steal those 'leather' armors and magically transmute it into iron leather armors.
« Last Edit: May 29, 2011, 01:18:48 am by New Guy »
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Reelyanoob

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Re: Soap Fortress
« Reply #26 on: May 29, 2011, 01:25:16 am »

Not sure about the kobold thieves etc.

If there's a custom object only made of soap (via custom reaction) available to the Dwarves, can kobolds steal it then replicate it from any material? Probably disallowing all materials from the armor type would mean it cannot be made from anything other than the custom reaction.

I don't know it'd even be available to dwarves during worldgen (custom reaction products may not always be available in worldgen - seems to only work for inorganics). My custom chemicals in plastics mod we're not available from the mountainhomes until I added grow periods etc to the fake plants the materials were attached to.

Haven't done a lot of modding yet with animal products, so I'm guessing it probably would be available?
« Last Edit: May 29, 2011, 01:34:25 am by Reelyanoob »
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Trapezohedron

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Re: Soap Fortress
« Reply #27 on: May 29, 2011, 01:33:53 am »

Not sure about the kobold thieves etc.

If there's a custom object only made of soap (via custom reaction) available to the Dwarves, can kobolds steal it then replicate it from any material?

I don't know it'd even be available to dwarves during worldgen (custom reaction products may not always be available in worldgen - seems to only work for inorganics). My custom chemicals in plastics mod we're not available from the mountainhomes until I added grow periods etc to the fake plants the materials were attached to.

Haven't done a lot of modding yet with animal products, so I'm guessing it probably would be available?

I think so, not adding the item to the entity and rerouting the ability to obtain said item via a different reaction seems to keep thieves from stealing the item (which in this case is, 'leather' armor.). Also, the soap reaction works, now my dwarf is swimming in 100 dwarven soap leathers. :D

EDIT: Oh and to stop it from being automatic and only capable of choosing soap, remove the [AUTOMATIC] tag, set the reagent to NONE:NONE:NONE:NONE, while removing associated tags with it. Add a [REACTION_CLASS:SOAP] tag on the reagent and it should only look for soap.
« Last Edit: May 29, 2011, 01:40:39 am by New Guy »
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Reelyanoob

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Re: Soap Fortress
« Reply #28 on: May 29, 2011, 02:08:08 am »

I kinda forgot that tanning was a custom reaction, so can be changed any way you like. That makes it a little easier.

Also, i just realized what we wrote works only for animal fat soap. For plant oil soaps it might be a problem unless further mods are added, possibly even a crash or unknown material, since it won't have SOAP_LEATHER defined for the plant.
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Trapezohedron

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Re: Soap Fortress
« Reply #29 on: May 29, 2011, 05:44:53 am »

I kinda forgot that tanning was a custom reaction, so can be changed any way you like. That makes it a little easier.

Also, i just realized what we wrote works only for animal fat soap. For plant oil soaps it might be a problem unless further mods are added, possibly even a crash or unknown material, since it won't have SOAP_LEATHER defined for the plant.

Yeah, that would cause trouble, and making a dummy creature named 'plant' just to make a conversion reaction seems redundant.
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